Search This Blog

Making a War Band

The first step in the process of playing Flint and Feather is to create your very own War Band. You are represented by a Great Warrior figure. You can then choose other figures to round out your War Band from Veteran Warriors, Companions (your sub-leaders), to War-bearers, Striplings and even a Healer or Shaman. Players agree on a number of furs that will be used for the campaign and then you spend your furs convincing the other warriors from your tribe to join you in your campaign.
In actuality a tribe would decide on a course of action by agreement among elders and families of a tribe and authorize a Great Warrior to lead a campaign to achieve the objectives of the tribe. Some examples of these goals might be raiding the enemy, trading up the river or hunting.
Each type of warrior has a minimum and maximum number of models allowed in your War Band. Each type then costs a certain amount of "Furs" to convince to accompany you on the expedition. Each type is given a Combat Value, amount of equipment they can carry and a number of Abilities. Abilities can be random or chosen at this point, depending on the type of model and come in Advantages and Disadvantages as well. Some examples of Advantages are Eagle Eye, Fleet of Foot and Lithe, while Disadvantages range from Awkward and Clumsy through Week and Weedy. At this point there are 55 different Advantages and Disadvantages to choose from which range in helpfulness and hindrance level.
The process for creating a War Band can take up to 30 minutes and you can mix and match Abilities to work through a strategy for your band or you can work to a back story if that is your desire. Flint and Feather is a skirmish level game that represents detailed individual combats, so the characteristics of your models can have a dramatic effect on strategy and tactics. More on this later in this blog. But there is an interesting aspect called "Taunting". Taunting allows key models to gain extra reputation, and thus advance in the campaign game, through challenging or otherwise exhibiting emotional behaviour on the tabletop. The War Band creation system has Abilities that can contribute to these skills.
All in all it is a very thorough set of constructs that allows players the freedom to express their own in game style. Here is the sample War Band, with Abilities listed, that is included in the Alpha Rules.

Example Warband: 200 Furs

Character

CV

Weapons

Armor

Attributes

Cost

Two Ravens

Great Warrior

5

Spear, club

Shield, armor

Spear Master
(+1 Damage when using a spear)

Eagle Eye
(Use the Eagle Eye line for Observation, CV+1 for other perception tests)

Fleet of Foot
(+1D6” movement)

50

Silver Deer

Healer

2

Knife

Agile (+1D6
when using Jump Back or Leap
Aside options)

Clever Tongued (Double RP losses for Taunt)

Duck Footed
(Shift one column to the left when crossing water terrain)

25

Arrow Flies Fast

Companion

4

Bow, axe

Shield

Courageous
(CV+1 for tests of bravery)

Sure Shot
(Shift one column left when using missiles)

25

Thunder Hand

Companion

4

Spear, axe

Shield

Fierce Scars
(War bearers and stripling treat asFrightening)

Serpent’s Blade (+1D6 when using Lunge)

25

Red Bear

Veteran Warrior

4

Spear, club

Shield

Great Shield
(+1D6, +3 armor when using Parry with a shield)

Nimble (Rough
Terrain counts as Woods)

15

War-bearer

3

Bow, axe

Misses the Moose (Shift one column to the right when using missiles)

10

War-bearer

3

Bow, axe

Axe master
(+1 damage when using an axe)

10

War-bearer

3

Bow, club

Strong (CV+1
for feats of strength)

10

War-bearer

3

Spear

Shield

Tangle-foot
(-1D6 when using Counter-stroke)

10

War-bearer

3

Spear

Shield

Courageous
(CV+1 for tests of bravery)

10

Stripling

2

Bow

Sure shot(Shift one column left when using missiles)

5

Stripling

2

Bow

Lucky (one
free re-roll per turn)

5

Total

200

Get link

Facebook

Twitter

Pinterest

Google+

Email

Other Apps

Comments

Post a Comment

Popular posts from this blog

We playtested our first of several mutli War Band games over the past two weeks. These games will be large scenarios that will appear in the rulebook. Our largest game had four War Bands per side. This game had over eighty figures on the board and had Canoes, Shamans and Spirit Creatures involved. It was a very involved game. We had to re work the scenario and played it a couple of times. It was played on a large size table, 48" x 60", but probably could of fit on a bit smaller size set up. We also had to rework the canoe rules to make them more playable. It seems that canoes, although perhaps realistic, moved too slowly to be very playable in the game. We have therefore

This is what the Board Set up looked like. A small river which runs through a swamp and empties into a lake. The Defending War Bands had three War Bands on shore waiting by the edge of the lake in the red area. Thefourth War Band entered in canoes in the corner which is also marked in red. The attacker could…

The Iroquois (Haudenosaunee or "People of the Longhouses") and the aboriginal Huron built and inhabited longhouses. These were sometimes more than 100 m
(330 ft) in length and generally around 5 to 7 m (16 to 23 ft) wide.
The walls were made of hundred of saplings, sharpened and fire hardened, and driven into the ground close together. Bark, with a staple being birch bark, was then woven horizontally through
the lines of saplings to shield the families from the weather. Horizontal poles were then used to brace the walls up. The
roof was placed on top of these walls by bending saplings, resulting in an arc-shaped
roof. Leaves and grasses covered this frame providing a roof structure. This structure was then covered by
bark that was sewn in place and layered as shingles, and reinforced by
light swag.
The Longhouse had doors at each end of the structure which were covered with an animal
hide to keep out the cold and the weather. Doors
could also be inserted in the sid…